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  1. - Top - End - #61
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    Default Re: [DnD 3.6] Escort the Sacred One

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    Default Re: [DnD 3.6] Escort the Sacred One

    Hex has been mostly distracted for the whole exchange between Nadia. "Perhaps, Nadia, you should trust us to do our job, so you can do yours when the time comes."

    Hex casts a simple cantrip, detect magic, focusing on the vial. Once that is achieved, he'll wander over to the remaining gnoll. "Tell me, fiendish dog, what is this foul substance?" As he talks, he lets just a little electricity spark on his fingers, to get the point across.

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    1. Since my spellcraft check went unnoticed, I'll see if I can use detect magic on the vial.

    2. No matter what that tells me, I'll then use Intimidate on the Gnoll to find out what it is more precisely.
    Intimidate: (1d20+8)[20]

    3. HP Roll: (1d6+3)[8]
    Last edited by arguskos; 2008-09-23 at 10:34 AM.

  3. - Top - End - #63
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    wink Re: [DnD 3.6] Escort the Sacred One

    Quote Originally Posted by DeathQuaker View Post
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    Kaihaku: BTW, Intimidate isn't answered with a save; it just has a static DC (for the Intimidater to succeed) of 10+Target's HD+Target's Wisdom Modifier. I think this is a new thing for Pathfinder, so let's just remember it next time, as it's probably good to test that mechanic. However, the discussion here was good; don't wanna retcon it.
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    I know, we use to call it a Modified Character Level Check or something awkward like that back in 3.5. I wasn't sure what to call it in Pathfinder, so I said "Intimidate Save" but it was really Level + WIS...which at level 1 is one point lower (5 instead of 6) than a Will Save. Interestingly, Pathfinder removed the clause about it being modified by anti-fear effects.


    Nadia smiles at Jothan, "Thank you... I feel much better already." Then she answers Sabra, "You don't understand... I know perfectly well why you're with me, you're here to kill anything that might threaten me. That isn't a decision that I'd make and I'd prefer to die than have you slaughter sapient beings in my name." Nadia answers, shaking her head and watching the interaction between Hex and the Gnoll sadly. "...I'm sure that you're...very...capable. It's not that I don't trust you to do your job, I don't want you to do your job."

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    Sorry about the Spellcraft, I meant to look it up but got sidetracked.

    Having looked it up now, Spellcraft can identified spell effects and spells being cast but not items. You'd need to down the whole thing. Detect Magic combined with an Appraise check can identified magical items.

    Intimidate Save -or- Modified Character Level Check: (1d20+2)[9]


    The Gnoll cowers bound, looking up terrified at the sorcerous terror standing over him. "...hith char hiath!" It squirms, "Hiath! Urth char nar chuth!"

    Sabra is able to locate a small depression in the ground which would provide for some cover from the weather and searching eyes. There's a small isolated spring not far from that and a few withered berry bushes that she identifies as non-poisonous.
    Last edited by Kaihaku; 2008-09-23 at 05:21 PM.
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    Umuntu ngumuntu ngabantu.

    Your living is determined not so much by what life brings to you as by the attitude you bring to life; not so much by what happens to you as by the way your mind looks at what happens.
    ~Kahlil Gibran

  4. - Top - End - #64
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    Default Re: [DnD 3.6] Escort the Sacred One

    First, Hex turns back to Nadia as the Gnoll blubbers in incoherent terror. "Ma'am, I know you aren't a fan of violence, and to be honest, neither am I. However, it is my charge to keep you safe, and if that means I have to use violent means, I will." Turning back to the Gnoll, Hex curses in Auran, a scary thing if you are familiar with what a thunderstorm can sound like. "Speak Common you blasted thing! I know you can, since you clearly understand me! WHAT DOES THIS VIAL DO? WHO SENT YOU? TELL US NOW!"

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    Do you need another Intimidate check? If so,
    Intimidate: (1d20+8)[21]

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    confused Re: [DnD 3.6] Escort the Sacred One

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    Modified Character Level Check -or- Intimidate Save: (1d20)[8] (At a penalty since it failed once before already.)

    Technically, I don't think that intimidate stacks but...this isn't combat so you can keep on rolling if you want, though the Gnoll is clearly quite terrified of you.


    The Gnoll continues to squirm, desperate to escape, then at the thundersome exclamation of curses, it slumps and lays motionless, staring up in terror at the sorcerer as it whimpers, "...hith char hiath."

    "Don't use me to justify your actions. The choice is yours, not mine, if it were mine...as your friend said, I'd be dead in a ditch." Nadia states clearly in reply, her voice stern for the first time, "Stop it. Of course he understood you, threat transcends language, it doesn't mean that he can give you an answer." She gets to her feet stiffly, staring the prisoner and interrogator with a frown.
    Last edited by Kaihaku; 2008-09-24 at 04:52 AM.
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    Umuntu ngumuntu ngabantu.

    Your living is determined not so much by what life brings to you as by the attitude you bring to life; not so much by what happens to you as by the way your mind looks at what happens.
    ~Kahlil Gibran

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    Default Re: [DnD 3.6] Escort the Sacred One

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    Kaihaku, the way I am reading this, the target shouldn't be making a roll at ALL to respond to Intimidate. It's not a roll, it's a DC. If I am intimidating someone, and their HD is 2 and their Wisdom mod is +4, then that makes the DC of my Intimidate Check 16. If I beat that, I succeed at intimidating the target; no further rolls are made... well, except to the number of rounds Intimidated. Am I reading something (including your posts) incorrectly?


    Sabra sees the interrogation of the gnoll has begun. She directs those not involved toward the desired campsite--including Nadia, but does not make Nadia go if she chooses to stay. She goes toward the gnoll. She does not speak Giant, but tries to figure out if indeed the Gnoll might speak something else. She goes over to him, kneeling on the ground, attempting to look calm where the sorcerer looks furious, and speaks in low tones, asking in the appropriate languages--"Do you speak Orcish?" "Dwarven?" "Elven?"
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    Default Re: [DnD 3.6] Escort the Sacred One

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    I think that the Intimidate rules are a touch clunky, since we're not used to them. However, that's why we're doing this.


    "Aisth koraith sorcathe!! Damned thing!" Hex expression is tempestuous, at best. Seeing Sabra come over, "See if you can talk to this thing. I surely doesn't understand Common, nor the language of the clouds." He storms off for a moment to cool his heels.

    After a few minutes, Hex comes back over to Nadia with a much calmer emotional state. "Let me propose something to you. You treat all life as sacred, yes?"
    Last edited by arguskos; 2008-09-24 at 09:19 AM.

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    confused Re: [DnD 3.6] Escort the Sacred One

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    No, I was reading it very wrong. It is a flat DC.

    This is the first change in Pathfinder that I've come across that I don't like.

    Intimidate in Dungeons and Dragons 3.5
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    INTIMIDATE (CHA)
    Check: You can change anotherís behavior with a successful check. Your Intimidate check is opposed by the targetís modified level check (1d20 + character level/Hit Dice + targetís Wisdom bonus [if any] + targetís modifiers on saves against fear). If you beat your targetís check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6◊10 minutes afterward. After this time, the targetís default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).

    If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.

    Demoralize Opponent: You can also use Intimidate to weaken an opponentís resolve in combat. To do so, make an Intimidate check opposed by the targetís modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a Ė2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.

    Action: Varies. Changing anotherís behavior requires 1 minute of interaction. Intimidating an opponent in combat is a standard action.

    Try Again: Optional, but not recommended because retries usually do not work. Even if the initial check succeeds, the other character can be intimidated only so far, and a retry doesnít help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile.

    Special: You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a Ė4 penalty on your Intimidate check for every size category that you are smaller than your target.

    A character immune to fear canít be intimidated, nor can nonintelligent creatures.

    If you have the Persuasive feat, you get a +2 bonus on Intimidate checks.

    Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.


    Intimidate in Pathfinder
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    Intimidate (Cha)
    You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes
    verbal threats and displays of prowess.
    Check: You can use Intimidate to force an opponent to act friendly toward you for 1d6 ◊ 10 minutes with a successful
    check. The DC of this check is equal to 10 + the targetís Hit Dice + the targetís Wisdom modifier. If successful,
    the target will give you information you desire, take actions that do not endanger it, or otherwise offer limited
    assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities.
    If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
    Demoralize: You can use this skill to cause your opponents to become shaken for a number of rounds. The DC of this check is equal to 10 + the targetís Hit Dice + the targetís Wisdom modifier. If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten opponents in this way if they are within 30 feet and can clearly see and hear you.
    Action: Using Intimidate to change an opponentís attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.
    Try Again: You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5.
    This increase resets after one hour has passed.
    Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target, and a Ė4 penalty on Intimidate checks if you are smaller than your target.


    That's a significant change. It has to have been done intentionally, I wonder if they posted the rationale for that... I don't seem to be able to find anything on it, I'll definitely comment on that in the playtest report though.

    It feels wrong to me, personally, because it goes against the standard for character (PC and/or NPC) interaction of opposed checks and makes it a flat DC. I liked the aspect of both the aggressor and target having good, bad, or average "luck". Also, I can see some of my past DMs using it to justify being passive aggressive with players. I remember the time one of my old DMs declared, "Cedric screams in terror, 'It's a trap!'" I hate that kind of style of DM modding, more so when Cedric, my character, was a paladin and, under 3.5 rules, immune to fear and furthermore intimidation. In the end, defense against intimidation has been seriously nerfed and I don't think that's a good idea. Furthermore, it still works against PCs which...isn't good.

    So yes, thanks for pointing that out, that's...major and I wouldn't have noticed it because it's not intuitive to me. An action against a character should have a save, the problem with diplomacy in 3.5 was that it had flat DCs.

    Both Nadia and the Gnoll had much lower DCs to intimidate. The results for the Gnoll would be the same, its terrified, but Nadia should have been intimidated by Sabra. Sorry for that, I misunderstood what you were saying the first time around.

    It's late here and I should sleep, so I'll reply in the morning.
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    Umuntu ngumuntu ngabantu.

    Your living is determined not so much by what life brings to you as by the attitude you bring to life; not so much by what happens to you as by the way your mind looks at what happens.
    ~Kahlil Gibran

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    Default Re: [DnD 3.6] Escort the Sacred One

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    Quote Originally Posted by Kaihaku View Post
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    No, I was reading it very wrong. It is a flat DC.

    This is the first change in Pathfinder that I've come across that I don't like.

    Intimidate in Dungeons and Dragons 3.5
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    INTIMIDATE (CHA)
    Check: You can change anotherís behavior with a successful check. Your Intimidate check is opposed by the targetís modified level check (1d20 + character level/Hit Dice + targetís Wisdom bonus [if any] + targetís modifiers on saves against fear). If you beat your targetís check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6◊10 minutes afterward. After this time, the targetís default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).

    If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.

    Demoralize Opponent: You can also use Intimidate to weaken an opponentís resolve in combat. To do so, make an Intimidate check opposed by the targetís modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a Ė2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.

    Action: Varies. Changing anotherís behavior requires 1 minute of interaction. Intimidating an opponent in combat is a standard action.

    Try Again: Optional, but not recommended because retries usually do not work. Even if the initial check succeeds, the other character can be intimidated only so far, and a retry doesnít help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile.

    Special: You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a Ė4 penalty on your Intimidate check for every size category that you are smaller than your target.

    A character immune to fear canít be intimidated, nor can nonintelligent creatures.

    If you have the Persuasive feat, you get a +2 bonus on Intimidate checks.

    Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.


    Intimidate in Pathfinder
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    Intimidate (Cha)
    You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes
    verbal threats and displays of prowess.
    Check: You can use Intimidate to force an opponent to act friendly toward you for 1d6 ◊ 10 minutes with a successful
    check. The DC of this check is equal to 10 + the targetís Hit Dice + the targetís Wisdom modifier. If successful,
    the target will give you information you desire, take actions that do not endanger it, or otherwise offer limited
    assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities.
    If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
    Demoralize: You can use this skill to cause your opponents to become shaken for a number of rounds. The DC of this check is equal to 10 + the targetís Hit Dice + the targetís Wisdom modifier. If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten opponents in this way if they are within 30 feet and can clearly see and hear you.
    Action: Using Intimidate to change an opponentís attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.
    Try Again: You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5.
    This increase resets after one hour has passed.
    Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target, and a Ė4 penalty on Intimidate checks if you are smaller than your target.


    That's a significant change. It has to have been done intentionally, I wonder if they posted the rationale for that... I don't seem to be able to find anything on it, I'll definitely comment on that in the playtest report though.

    It feels wrong to me, personally, because it goes against the standard for character (PC and/or NPC) interaction of opposed checks and makes it a flat DC. I liked the aspect of both the aggressor and target having good, bad, or average "luck". Also, I can see some of my past DMs using it to justify being passive aggressive with players. I remember the time one of my old DMs declared, "Cedric screams in terror, 'It's a trap!'" I hate that kind of style of DM modding, more so when Cedric, my character, was a paladin and, under 3.5 rules, immune to fear and furthermore intimidation. In the end, defense against intimidation has been seriously nerfed and I don't think that's a good idea. Furthermore, it still works against PCs which...isn't good.

    So yes, thanks for pointing that out, that's...major and I wouldn't have noticed it because it's not intuitive to me. An action against a character should have a save, the problem with diplomacy in 3.5 was that it had flat DCs.

    Both Nadia and the Gnoll had much lower DCs to intimidate. The results for the Gnoll would be the same, its terrified, but Nadia should have been intimidated by Sabra. Sorry for that, I misunderstood what you were saying the first time around.

    It's late here and I should sleep, so I'll reply in the morning.
    Huh. That's pretty strange if you ask me. I agree that it should be an opposed roll, though I guess I can see why they took it out. There are a lot of folks who whine and moan about opposed rolling (see: 4e removing saves in favor of static defenses, because opposed rolling wasn't a good idea, or so WoTC thinks), so maybe Pathfinder is attempting to address that by removing opposed rolls where they think they don't work, like on skills such as Intimidate.

    I guess the big question is, are we going to stick with Pathfinder RAW, or go with what you've been doing Kaihaku?

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    Default Re: [DnD 3.6] Escort the Sacred One

    Brow

    Seeing the others have not too much trying to communicate with the gnoll, Brow went over to it and proceeded to kick it square in the face. She didn't intend to kill it, nor did she intend to even knock it back out; she just wanted it to realise who was in charge here.

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    Attack roll, just in case (1d20+3)[22]
    Unarmed damage roll (1d3+2)[3]
    And also, just in case, intimidate check (1d20+1)[12]


    Without waiting to hear its response, being uninformed in the linguistics department, Brow went off to be by herself and to stretch after the quick fight.

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    Default Re: [DnD 3.6] Escort the Sacred One

    "Stop it!", Jothan rushes over to the others and tries to push them away from the injured Gnoll. "The way you are treating this creature you are not a bit better than what you think it to be!", he kneels down next to the Gnoll and tries to calm it with careful gestures.
    "There are more civil ways to find out what that damn vial of yours contains! Give it to me, I can find out. But first...", he turns to the Gnoll and speaks in Sylvan with a soothing voice, "Can you understand me, warrior of the gnolls?"

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    Diplomacy check: (1d20+9)[26]

    I sure hope it understands some other languages than Gnoll
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    Default Re: [DnD 3.6] Escort the Sacred One

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    Did the gnoll respond to me when I asked of it in Dwarven, Elven, and Orcish?

    Also, did Jothan push Sabra away? She hasn't done anything violent to it yet. But if you push her, she's likely to push back.


    "Thank you Brow, but I think it had already received that message."
    Last edited by DeathQuaker; 2008-09-24 at 08:27 PM.
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    Default Re: [DnD 3.6] Escort the Sacred One

    ((This turns out weird because I didn't reply sooner...apologizes.))

    The Gnoll squirms again at the final of Sabra's words, staring at her desperately and declaring in very mangled elvish, "Job by Hiath! No kill me, please! Hiath gave job!"

    Brow walks up and...


    ((Not by post order, but by an order which I think makes more sense.))

    Brow joins in the questioning by kicking the prisoner, content that now it knows whose in charge, she then wanders off.

    Blood trickling from it's nose, the Gnoll stares up in abject terror as Sabra approaches but then, at the final of her words, it exclaims in very mangled and barely understandable elvish, "Joab by Hiath! It swallows back some saliva and continuing desperately, "Joub by Hiath! No kille me, pleease! Hiath gave job!"

    The gnoll flinches at the approach of Jothan, then glances around confused before replying to the elegant tongue in broken elvish, murmuring weakly its defense of, "Job by Hiath...

    Nadia watches as the interrogation moves from intimidation to violence, her eyes hardening. When Hex approaches, she turns to him, a sickened expression on her face, but she only stares silently into his eyes in answer.
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    Umuntu ngumuntu ngabantu.

    Your living is determined not so much by what life brings to you as by the attitude you bring to life; not so much by what happens to you as by the way your mind looks at what happens.
    ~Kahlil Gibran

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    Default Re: [DnD 3.6] Escort the Sacred One

    Sabra waves for Brow to stand away for now, and continues the questioning in low, even tones in Elvish. "Who is Hiath? What does he look like?"
    And the best thing you ever done for me is to help me take my life less seriously. It's only life, after all.
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    Default Re: [DnD 3.6] Escort the Sacred One

    "Hiath giant!" The gnoll answers frantically in very bad elvish, a hope appearing in its eyes, "Giant nou mauntion!" It tosses its head as best it can in the direction the group was originally heading.
    Last edited by Kaihaku; 2008-09-25 at 09:36 AM.
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    Umuntu ngumuntu ngabantu.

    Your living is determined not so much by what life brings to you as by the attitude you bring to life; not so much by what happens to you as by the way your mind looks at what happens.
    ~Kahlil Gibran

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    Default Re: [DnD 3.6] Escort the Sacred One

    Hex, having received no answer, and hearing the gnoll cry weakly in it's own defense, looks at Nadia. He sighs, and walks over to the gnoll.

    "Tell me, gnoll, do you understand me? Just nod if you do."

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    I'm being very calm, and as friendly as I can muster to the damn thing.

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    wink Re: [DnD 3.6] Escort the Sacred One

    Though the sorcerer now speaks softly, the Gnoll cowers at the reappearance of the storm-human. It does not nod.
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    Umuntu ngumuntu ngabantu.

    Your living is determined not so much by what life brings to you as by the attitude you bring to life; not so much by what happens to you as by the way your mind looks at what happens.
    ~Kahlil Gibran

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    Default Re: [DnD 3.6] Escort the Sacred One

    Sabra waves irritatedly for Hex to move back. "You're not helping," she hisses.

    She turns back to the gnoll. "I keep him away from you," she says in Elvish. "Hiath--he is in the mountains that way?" She points in the suspected direction.

    "Is he in castle? Cave?"
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    Default Re: [DnD 3.6] Escort the Sacred One

    "Hush you. We're not getting anywhere. He barely knows enough Elven to croak out 'job' correctly, much less actually answer questions." Turning back to the gnoll, Hex breaks out a cloth from his robes, and some rations. He sets them in the gnoll's lap. "As way of apology, alright?"

    He looks over at Sabra. "If you think you can get more, please do. If not, then let's untie him, and let him go. He can't harm us now. Unlike someone, I never really planned to hurt him." The sorcerer glares in Brow's direction.

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    Default Re: [DnD 3.6] Escort the Sacred One

    Sabra raises an eyebrow at Hex. "I have already gotten the name of his employer, his race, and possibly the direction where he is headquartered. Is that getting nowhere?"
    And the best thing you ever done for me is to help me take my life less seriously. It's only life, after all.
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    Default Re: [DnD 3.6] Escort the Sacred One

    Annoyed, Hex takes Sabra aside. "Look, as much as I would dearly love to continue talking to the gnoll, I'm fairly certain his knowledge of Elvish of limited at best. Should we not take our information, and let him go?"

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    Default Re: [DnD 3.6] Escort the Sacred One

    OOC
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    I'm going to hold off answering IC until Kaihaku posts to see if the gnoll answers any more of her questions.

    Sabra's getting answers, so she's not going to allow herself to be pulled aside.
    And the best thing you ever done for me is to help me take my life less seriously. It's only life, after all.
    - Emily Saliers, "Closer to Fine"

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    Default Re: [DnD 3.6] Escort the Sacred One

    OOC:
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    By "pulled aside", I sorta meant one of those Hollywood deals, where you are really right there, but the other person can't hear the conversation, due to the laws of drama. Also, the gnoll doesn't really speak Common.

    Since I have this feeling that Hex's actions are getting confusing, I guess now's a good moment to mention what he's up to. Basically, he feels bad about this whole thing with the gnoll and Nadia, and is trying to say that we have our info, how about we let the gnoll go. He's not harmful anymore.

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    Default Re: [DnD 3.6] Escort the Sacred One

    The Gnoll flinches in response to Hex, despite his suddenly kind gestures, but eagerly, replies in broken elvish to Sabra, "Yes! Yeas! Hiath has great haouse there!"
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    Umuntu ngumuntu ngabantu.

    Your living is determined not so much by what life brings to you as by the attitude you bring to life; not so much by what happens to you as by the way your mind looks at what happens.
    ~Kahlil Gibran

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    Default Re: [DnD 3.6] Escort the Sacred One

    Sabra nods. "Good. Good." She looks at Hex. "He is telling us where his employer lives; give me a few minutes." She turns back to the gnoll. "Tell us two things: how far, and how many guards does Hiath have?"

    "Then we will wrap your wounds and let you go."

    "I would not go back to Hiath were I you. He is doomed." Sabra glowers very meaningfully.

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    Realistically, she'd probably break this up into as few words as possible, and wait for an answer to each question, but so we can move on, we'll try to get as much as we can out of this.

    To further speed things along, if he lets her she'll wrap up his wounds, practicing her rough first aid skills on the gnoll before she helps her party members. We'll go ahead and make the Heal check now: (1d20+2)[6]
    And the best thing you ever done for me is to help me take my life less seriously. It's only life, after all.
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    Post Re: [DnD 3.6] Escort the Sacred One

    Quote Originally Posted by DeathQuaker View Post
    Sabra nods. "Good. Good." She looks at Hex. "He is telling us where his employer lives; give me a few minutes." She turns back to the gnoll. "Tell us two things: how far, and how many guards does Hiath have?"
    "Three nights wealk to hause." The Gnoll answers in broken elvish, "...many goablins, orks, gnolls... but hiath strongest, the big giant has dark meagic spear."

    Quote Originally Posted by DeathQuaker View Post
    "Then we will wrap your wounds and let you go."
    The Gnoll makes no reply, staring at her in disbelief.

    Quote Originally Posted by DeathQuaker View Post
    "I would not go back to Hiath were I you. He is doomed." Sabra glowers very meaningfully.
    The Gnoll nods fearfully, glancing around at the others as if not believing that it might survive this encounter.
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    Umuntu ngumuntu ngabantu.

    Your living is determined not so much by what life brings to you as by the attitude you bring to life; not so much by what happens to you as by the way your mind looks at what happens.
    ~Kahlil Gibran

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    Default Re: [DnD 3.6] Escort the Sacred One

    Brow

    Being no stranger to the elvish language, Brow overhears Sabra's offers to the gnolls with disbelief; she marches over to the bargaining whilst drawing a dart from her armour.

    "Why're you risking him going back to warn his allies of the sacred one's presence when you could just as easily do away with him now? Despite what Nadia wants, protecting people isn't a happy world where enemies can just walk away after attacking others but then being subdued!"

    She glares fiercely at the others who protect the enemy of her duties, hands at the ready in case anything she doesn't expect happens.

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    "Thank you Brow, but I..."
    I'd just like to point out here that Brow's only introduced herself as Raven so far

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    Default Re: [DnD 3.6] Escort the Sacred One

    Sabra shrugs, answering in Common. "I sensed from those around me that they would prefer to release the captive. I would prefer to focus my energies fighting with the enemies than fighting with those I was assigned to work with. For that end, I remove myself from this debate, and you may work it out with Hex and Nadia yourself. I honestly care little whether he lives or dies myself, save that he did provide useful, so it seems pointless to kill him now."

    "As for escaping to warn the Giant, I doubt he would. And in the worst case, let them know." Sabra narrows her eyes. "For he will also know the Sacred One is defended, and we are not easily defeated."

    Sabra walks resolutely back to the camp and makes arrangements for the evening, making sure the area is secure and bedrolls are placed in an ideal fashion. She also makes sure Nadia's set up is in the safest position.

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    Quote Originally Posted by Slamexo View Post
    Brow
    I'd just like to point out here that Brow's only introduced herself as Raven so far
    I've assumed for simplicity's sake that we are all at least given each other's names before we set off for the road. It doesn't make any sense that we wouldn't know who we were BEFORE we began traveling together, even if all it was was a brief introduction.

    Especially since we are doing this in a text-based game where we are spared the convenience of working out small details in a quick conversation or using body language to indicate "hey you," I think it would be easiest if we just went with this assumption.
    And the best thing you ever done for me is to help me take my life less seriously. It's only life, after all.
    - Emily Saliers, "Closer to Fine"

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    eek Re: [DnD 3.6] Escort the Sacred One

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    Alright, I'm going to move on now. You can retro-take actions if you wish. Someone should probably decide what you do with the Gnoll but if not it'll just be a plothole.


    After dealing with the Gnoll, the group rests in a secure camp before proceeding towards the distant mountains. Keeping in a tight formation around Nadia, they keep a wary watch for another ambush. After traveling for a day and a half, they come to the beginning of the rolling foothills before the great mountains.

    Perception
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    Perception DC 4+:
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    Among the rolling hills of grassland you catch a glimpse of a large hunched figure some 400 feet ahead. It's back is to the group. Knowledge(Nature) DC 13+ to identify as an Ogre.

    Perception DC 6+:
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    You further see that the large hunched figure is confronting three smaller figures.
    Knowledge(Nature) DC 11+ to identify as an Orcs.
    Sense Motive DC 20 to note that the Ogre and Orcs are arguing about something, but it seems a difference of opinion rather than a hostile argument. IE: They aren't hitting each other and probably aren't going to be hitting each other.
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    I don't like the flat DC of "Hunch", but maybe that's because I use Sense Motive more and in different ways than most DMs. By the rules this might be "wrong" usage, thoughts?

    Perception DC 19+:
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    The Ogre and Orcs are wearing tattered hide armor.

    Perception DC 21+:
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    The Ogre and Orcs are armed with battle axes and clubs.

    Perception DC 35+
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    You hear a few faint angry words.

    Perception DC 45+:
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    Your nostrils wrinkle as they note the foul stench of unwashed Ogre and Orc. Your sharp ears pick up their words. (If you actually roll this high, I'll fill you in.)


    Terrain Checks
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    Survival or Knowledge(Geography) to use the terrain to your advantage. Higher checks will net a circumstance bonus on Stealth checks.
    Last edited by Kaihaku; 2008-09-30 at 10:45 PM.
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    Umuntu ngumuntu ngabantu.

    Your living is determined not so much by what life brings to you as by the attitude you bring to life; not so much by what happens to you as by the way your mind looks at what happens.
    ~Kahlil Gibran

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    Default Re: [DnD 3.6] Escort the Sacred One

    Jonas

    Taking the lead, Jonas spots the ogre and the orcs in the distance. He can't tell what they are doing, but he signals the group to stop, hoping that they aren't walking into another ambush.

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